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Trimps game guide
Trimps game guide







You want this at 10 before you attempt trimp challenge for sure.Ĭarpentry: Easily the most important mid to late game perk. Relentlessness: A great Perk, but not very useful until you have at least 4 levels in it (so save till then) and 15 levels in toughness and 10 in range (again, refer to wiki) Great help for all the challenges. meaning you should be spending 5 times less points in this perk than Toughness/Power, for more info on perk relations, check Therefore, your average damage is increased by 1% for each level in the range perk. So at level 10 your damage would be 100% to 120%. For each level in the range perk, you increase the minimum damage by 2%. Without the perk, attack damage is spread from 80% base damage to 120% base damage. Range: another difficult perk to understand. If you find yourself hitting "The Wall" quite frequently with this perk it is because yes you can attack faster, but you can also die quicker, which means this perk is only reducing the time your trimps have to breed before you die and increasing the cooldown before you can attack again, rendering this perk effectively useless to you, so you may as well put the precious helium into other perks. Basically this perk means the time between your attacks is smaller, which is great for getting through zones quickly, and farming maps, but is not always a no brainer of a perk.

trimps game guide

Pheromones on the other hand only become stronger as the carpentry boost becomes stronger, and as the gap ratio between trimps fighting and trimps breeding becomes bigger, this is a great perk mid game to help you push through the zones quicker by not hitting "The Wall" but becomes fairly obsolete late game when you have 200-300 or so nurseries so I never saw much point in putting more than 10 or so points in this perk unless you are farming low helium amounts (which is an effective strategy when you are stuck at around zone 30-40 or so) It is important to say though that neither of these perks will really help you get further, they will just help you get to the highest zone you have been to quicker, because you may just be able to push to those important speed upgrades without having to wait for the resources to boost your block, dmg, and health! :)Īgility: Starting with this one because it is probably the most misunderstood perk in the game. Once you have a lot of points in other perks though such as the trumps/carpentry combo you will find that the perk becomes obsolete very quickly, because you have way more trimps breeding than are actively fighting so you generally replenish trimps very quickly, of course I would still recommend leaving some points in this so you can get through zone 1 and 2 very quickly at the start of a new run. You will find that in early game that Bait will be one of your most important assets in getting past this wall, and you will find yourself idling to regain a supply of traps to have another shot at pushing your way through zones, so you may want to get this perk to level 10 or so.

trimps game guide

Pheromones/Bait: Sticking these two together because they both relate to what I call "The Wall" which is the inability to continuously fight without the cooldown of waiting for your trimps to breed.

TRIMPS GAME GUIDE FULL

Packrat: A lovely perk for the idle players, use this if you find your resource holders are getting full to quickly for you to manage, should ideally be the least important perk for you all, and I would not recommend putting more than 10 points into this because you will find in late game that your holders already take many hours to fill.

trimps game guide

I'd recommend punching this to around level 10-15 then when you have Carpentry/Artanistry respecing and putting as much as you can into those because they compound, then not investing in these till much later, and not going much further than level 20 Motivation: A great perk before breaking the planet, not so much after, because this perk does not compound it because increasingly obsolete to the point where you are spending 400+ helium for a 5% increase in resource production, needless to say that is not very effective. There is not much point in taking this perk past 10 unless you have a lot of spare helium and just want to power up to zone 30 quicker More trimps means more production, and this will definitely help you get to the dimension of anger earlier, especially when coupled with Carpentry later on, Unfortunately this perk becomes pretty obsolete by the time wormholes come around so I wouldn't recommend piling too many of your points into this once you can get to wormhole fairly easily. Trumps: Joint second with motivation for you most important perk in early game. Looting: Easily the most important perk in the game at this point, higher looting means higher helium, which means quicker progression

trimps game guide

Please contribute any new ideas if you have any, cheers. By all means I don't claim to be an expert, but hopefully this should help new players in where to put there perk points.







Trimps game guide